Engineering & IT · Oklahoma City, OK

Game Developer jobs in Oklahoma City, OK

Game developers build interactive experiences in engines like Unity and Unreal — writing gameplay systems, optimizing performance, and collaborating with artists and designers to ship playable worlds.

94
Open roles today
$25–$71/hr
Typical pay range
$95k
Median, full-time
8
Fresh in this list

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01

Open game developer roles

12 shown of 94 · sorted by freshness

Full Stack .NET Developer

CYNET SYSTEMS · Oklahoma City, OK · Full-time
$116.9k - $127.3k

integration challenges in collaboration with external teams. Work with business stakeholders to understand their pain points and develop solutions. Review and contribute to technical designs in an Agile environment, impl…

Posted yesterday
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Back End Developer AI Trainer

DataAnnotation · Oklahoma City, OK · Full-time
$104k - $208k

grammar. We require a bachelors degree, either completed or currently in progress. We prefer prior experience as a Software Developer, Coder, Software Engineer, or Programmer. We are only considering candidates located i…

Posted yesterday
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Blue Yonder WMS Technical Architect

Accenture · Oklahoma City, OK

functional mapping, and end-to-end design sessions to validate business requirements and translate them into scalable technical designs. Develop integrated supply chain execution solutions including warehouse management,…

Posted 2d ago
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Rovo & AI Prompt Engineer

Accenture · Oklahoma City, OK

improve productivity and decision-making.Role-Specific Responsibilities:Design enterprise AI prompts and conversational experiences. Develop and maintain Atlassian Rovo Agents.Build AI-powered knowledge assistants and wo…

Posted 3d ago
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Senior Systems Engineer

Kratos Defense & Security Solutions · Oklahoma City, OK

The successful candidate will understand and have experience applying the full systems engineering lifecycle, and must be able to develop requirements, create system design documentation, generate, utilize and maintain C…

Posted 3d ago
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.NET Application Developer

Cloud Consulting Services Inc · Oklahoma City, OK

Hi Hope you are doing well! Currently, we have an opening for a .NET Application Developer for our direct client at Location Oklahoma City, OK . The position details are given below. If you are interested, please email m…

Posted 1w ago
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Junior Full Stack JavaScript Developer

A2Zxperts · Oklahoma City, OK

Our client is seeking a Junior Full Stack JavaScript Developer Location : Oklahoma City Type : Contract, Onsite This position’s primary responsibilities consist of converting the approximately seventy existing fillable P…

Posted 1w ago
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.Net Developer

Rattan Consulting, Inc. · Oklahoma City, OK

Net Developer Rattan Consulting is looking for full-time C#/.Net developer. Position Summary: The C#/.Net Developer will be involved in design, development, coding, testing, documentation, and deployment in support of en…

Posted 4mo ago
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02

What game developers earn in Oklahoma City

Hourly first — that's how the offer arrives

ExperienceHourlyAnnual, full-time
Entry level $25–$38 $53k–$78k
Mid level $38–$53 $78k–$111k
Senior $51–$71 $107k–$147k

Adjusted for the Oklahoma City market from national ranges.

03

What employers ask for

The skills these listings keep naming

Unity (C#) or Unreal (C++)Gameplay programming3D math (vectors, matrices)Performance profilingPhysics and animation systemsMultiplayer networking (a plus)Shaders and graphics basicsCollaboration with art and designIterating from playtest feedback
04

Interview questions worth rehearsing

With the thing the interviewer is actually listening for

Walk me through a gameplay system you built — movement, combat, inventory, anything.

Explain the architecture and how it survived design changes. Games iterate constantly, so flexible systems are the real skill being probed.

Your frame rate dropped below target. How do you find the cause?

Profile first — CPU versus GPU — then narrow to draw calls, scripts, physics, or garbage collection. Naming the actual profiler tools you use makes it credible.

Explain the difference between Update and FixedUpdate (or tick contexts in your engine).

Frame-dependent versus fixed-timestep logic, and why physics belongs in the fixed step. A quick example of a bug caused by mixing them up is a nice touch.

How do you handle a designer requesting a change that breaks your architecture?

Show that you serve the game: understand the intent, propose alternatives, and refactor when the design direction is real. Rigidity is a bigger flag than rework.

What would you consider when adding multiplayer to a single-player game?

Authority, state synchronization, latency compensation, and the honest answer that retrofitting networking is expensive. Scoping realism is the point.

Tell me about a game you shipped or finished — even a small one.

Finished matters more than ambitious. Talk about the last 20 percent: polish, bugs, cuts you made to actually release.

How do you use object pooling, and why?

Reusing objects to avoid allocation and garbage-collection spikes — bullets and effects are the classic case. Tie it to a frame-time problem you solved.

05

Resume tips that move the needle

For game developers specifically — generic advice costs you here

01

Link playable work — shipped titles, itch.io projects, or a portfolio reel; in games, the work is the resume.

02

Specify your engine and language depth (Unity/C#, Unreal/C++) and your specialty: gameplay, graphics, tools, or networking.

03

Name your specific contributions on team titles — 'built the save system and enemy AI' beats a credit line.

04

Include game jams and finished small projects; they prove you can complete things, which studios weight heavily.

05

Show performance work with numbers, such as frame-rate targets hit on specific hardware.

06

Where this role goes

Typical progression

01 Junior Game Developer
02 Game Developer
03 Senior Game Developer
04 Lead Programmer
05 Technical Director
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